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Requirements
To qualify to become a Dark Knight, a character must fulfill all the following criteria.
Alignment: Any Evil
Base Attack Bonus: +5
Skills: Intimidate 5 ranks
Spells and Spell Like Abilities: Character must be able to cast Lesser Invocations.
Class Skills
The Dark Knights class skills (and the key ability for each skill) are Concentration (Con), Craft (Int),
Intimidate (Chr), Knowledge: Arcane (Int), Knowledge: The Planes (Int), Ride (Dex), and Survival (Wis).
Blood Weapon: Beginning at first level, any living creature struck by a Dark Knights blood weapon
ability must make a fortitude save (DC = 10 + Dark Knights class level + Con modifier) or loose and
additional 1d6 hit points which are transferred to the Dark Knight. Any hit points above the Dark Knights
Max are temporairy and last for 1 hour.
Reckless Assault: At third level, a Dark Knight may lower his armor class to increase his damage on a one
to one ration. A Dark Knights armor class may not go into the negatives.
Soul Eater: At 5th level a Dark Knight may opt to sacrifice 2 hit points to add an additional d6 of damage
to his next successful strike. A Dark Knight may only gain a number of additional damage dice per round
equal to his class level.
Dark Seal: At 8th level a Dark Knight may add his Con modifier to his save DCs for his invocations.
Diabolic Eye: At 9th level a Dark Knight may temporarily decrease his max hit points to give him a bonus
to his base attack bonus. For every 4 hit points a Dark Knight sacrifices, it increases his base attack bonus
by 1. These effects last for 1 hour, and a Dark Knight may use this ability a number of times per day equal
to his con modifier.